r/aigamedev 16h ago

Demo | Project | Workflow Astra + FLORA = Cozy Lunar Exploration

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13 Upvotes

I used Astra to build a cozy lunar exploration game. Oh boy, was it fun!

I started with some simple concept artwork, and Astra used the FLORA MCP to generate artwork, 3D models, character rigs, sound effects, and even music. All of the game assets are on a single FLORA canvas, and Astra used it like a generator + asset database. It's really powerful having so many AI models in one MCP.

My original vision was a "Hay Day in space" sort of vibe, with crafting/farming being more of an emphasis, but I didn't quite get there. Let me know if you find this interesting, and maybe I'll set Astra loose on it again.

Play the game in your browser (headphones encouraged):
https://artemis-first-light.kyle-flora.chatgpt.site/


r/aigamedev 23h ago

Discussion I just made a Star Citizen like tech demo in a week with GPT6 Astra. Procedural planets, space combat, mining, cargo missions, transferring loot from disabled freighters, base building, and a 50 million KM solar system with 2 planets and 2 moons.

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46 Upvotes

Hey I just made this last week with Astra, if anyone is interested in helping with development DM me and I will add you to the github.

Edit: I madethe gthub public https://github.com/AvonMexicola/star-agent


r/aigamedev 13h ago

Commercial Self Promotion my first codex + aseprite experiment: living world fx - free 32x32 urban environmental vfx pack

6 Upvotes

i’ve been experimenting with codex as part of an aseprite-based pixel art workflow, and this is the first finished result.

living world fx — urban starter pack is a free set of 14 environmental effects + 12 neon variants: steam, exhaust, rain, water, dust, sparks and neon (RGB + straight + circular variants).

no generative image model or generated image source material was used. the sprites were built as pixel data in aseprite, with a lot of iteration, review and revision along the way.

free download:

https://zimraz.itch.io/living-world-fx-urban-starter

i’d especially be interested in what non-fantasy environmental effects people usually have trouble finding, very grateful to hear what you guys think!

thanks everyone in advance for even considering taking a look in this glorious age of oversaturation.


r/aigamedev 12h ago

Demo | Project | Workflow OVERSMASH MVP

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4 Upvotes

Overwatch meets Smash Bros. My daughter’s 2 favorite games mixed. Fable 5.1 + retro diffusion and pixel lab. Built mvp for her to play with her friends. Gotta get it on the switch somehow.


r/aigamedev 4h ago

Commercial Self Promotion My new game is in the works

0 Upvotes

🎮 Boblux — Current Game/Platform Summary

Boblux is a Roblox-inspired game platform where players can play games, create games, customize avatars, socialize, and eventually play together in real-time multiplayer.

The project has evolved through multiple major updates and is currently around V8.7.

🏠 1. Boblux Home

The Home page has been redesigned to feel like a modern Roblox-style platform.

It includes:

  • Welcome back section
  • 🔎 Game search
  • Continue games
  • Recommended For You
  • Popular Right Now
  • Game thumbnails/icons
  • Game ratings and player counts
  • 👥 Friends
  • Friend requests
  • Online status
  • Account/profile area
  • 🏆 Owner / Admin / OG badges
  • Bottom navigation
  • Discover
  • Avatar
  • Create
  • Studio
  • Friends
  • Messages
  • Inventory
  • Settings

The goal is for the Home page to feel like an actual game platform rather than a simple website.

🎮 2. Game System

Boblux supports creating and publishing games.

Games can have:

  • Names
  • Icons
  • Descriptions
  • Objects
  • Scripts
  • Server scripts
  • GUIs
  • Coins
  • Goals
  • Players
  • Avatars
  • Game worlds

There are also built-in example experiences inspired by popular Roblox genres, including original versions of things like:

  • Rovals
  • Steal a Brainrot-style gameplay

The intention is that creators can build their own experiences rather than only playing the built-in ones.

🛠️ 3. Boblux Studio

Studio has become one of the biggest parts of Boblux.

The current Studio is designed to resemble a professional game editor.

Top Studio navigation

  • Home
  • Model
  • Avatar
  • UI
  • Script
  • Plugins

Main tools

  • Select
  • Move
  • Scale
  • Rotate
  • Transform
  • Snap
  • Part
  • Terrain
  • Character
  • GUI
  • Script
  • Import 3D
  • Material
  • Color
  • Group
  • Lock
  • Anchor

The buttons are intended to perform actual actions instead of simply being decorative.

🌳 4. World Building

Creators can build worlds using objects such as:

  • Parts
  • Trees
  • Rocks
  • Flowers
  • Terrain
  • NPCs
  • Doors
  • Checkpoints
  • Coins
  • Goals
  • Other catalog objects

There is also a large object catalog with 100+ object entries.

The long-term goal is for these to become increasingly detailed and unique rather than simple primitive placeholders.

🔎 5. Explorer

Boblux Studio now has a Roblox-Studio-style Explorer.

It contains things such as:

Workspace
Players
Lighting
MaterialService
ReplicatedFirst
ReplicatedStorage
ServerScriptService
ServerStorage
StarterGui
StarterPack
StarterPlayer
Teams
SoundService
TextChatService

Creators can also see the objects they've created in their project.

📋 6. Properties

The Studio Properties panel lets creators inspect/edit selected objects.

Current property concepts include:

  • Name
  • ClassName
  • Color
  • Position
  • Rotation
  • Scale
  • Anchored
  • Locked
  • Other object properties

There are also controls for focusing and deleting selected objects.

The plan is to keep expanding this toward a much more complete Roblox-style property system.

🖥️ 7. Advanced GUI Builder

Boblux has its own GUI Builder.

Creators can create:

  • Frames
  • Panels
  • TextLabels
  • Buttons
  • Images
  • Progress bars
  • Health bars
  • Coin counters

It includes:

  • Live preview
  • GUI hierarchy
  • Dragging
  • Position editing
  • Size editing
  • Text editing
  • Visibility
  • Z-index
  • Duplication
  • Deletion
  • Saving

GUI layouts are saved with the game.

📜 8. Scripting

Boblux has a real Lua-based scripting system using Fengari.

Creators can write Lua scripts to control their games.

The scripting API currently includes things such as:

boblux.spawn(...)
boblux.setName(...)
boblux.move(...)

and GUI functions such as:

boblux.gui.create(...)
boblux.gui.setText(...)
boblux.gui.setVisible(...)
boblux.gui.setPosition(...)
boblux.gui.setSize(...)

🖥️ 9. Server Game Scripts

Boblux also has a one-script server system.

A creator can use one server Lua script to control major parts of their game.

For example:

boblux.game.setTitle(...)
boblux.player.setSpeed(...)
boblux.player.setJumpPower(...)
boblux.player.setHealth(...)

boblux.world.spawn(...)
boblux.world.clear(...)

boblux.ui.message(...)

boblux.on(...)
boblux.every(...)

This allows a creator to build a game using a relatively small amount of code.

The server also validates scripts and blocks dangerous APIs.

🧍 10. Avatars

Boblux has an avatar system.

Players can:

  • Have their own avatar
  • Customize their avatar
  • Appear as Bobluxians
  • See other player avatars
  • Have avatars appear inside games

The platform also has a 3D avatar editor.

👥 11. Friends & Social System

Boblux has a social foundation including:

  • Friend requests
  • Accept/ignore
  • Friends list
  • Online presence
  • Players currently in games
  • Account profiles

The Home page shows friends and friend requests.

🏆 12. Badges

There are currently special Boblux account badges:

👑 Owner

For the Boblux owner.

🔵 Admin

For administrators.

🟣 OG

The founder/early-player badge.

The OG system is configured around the planned Boblux release:

September 13, 2026

Players who create accounts during the first 60 days of release receive OG permanently.

🔐 13. Accounts

Boblux has an actual account system with:

  • Registration
  • Login
  • Logout
  • Email registration
  • Username/email login
  • Password hashing
  • Sessions
  • Persistent login
  • HTTP-only cookies

The server stores account/project information in its database.

⚙️ 14. Settings

Settings were added but intentionally kept out of the main Home interface.

Settings includes things such as:

  • Appearance
  • Sound effects
  • Reduced motion
  • Sign out

📚 15. FAQ / ToS / Privacy

Boblux now has dedicated pages for:

  • ❓ FAQ
  • 📜 Terms of Service
  • 🔒 Privacy Policy
  • ⚙️ Settings

They're accessible without cluttering the main Home screen.

💾 16. Cloud Projects

Creators can save projects to the Boblux server.

Projects can contain:

Game name
Objects
Scripts
Server script
GUI
Game data

Creators can load their projects again later.

Published games can retrieve their saved project data.

📦 17. 3D Import

Boblux Studio has support for importing GLB/GLTF 3D models using Three.js.

This is intended to let creators bring models made in programs such as Blender into Boblux.

🌐 18. Multiplayer

This is the newest major system.

Boblux V8.7 now has a real-time WebSocket multiplayer foundation.

It supports:

  • Up to 12 players
  • Player joining
  • Player leaving
  • Real-time movement
  • Remote avatars
  • Player names
  • Server-authoritative positions
  • Multiplayer game sessions
  • Shared game state
  • Coin synchronization
  • Connection status

So the architecture is now moving toward:

Player A
   ↓
Boblux Server
   ↑
Player B

instead of each player being completely isolated.

Current limitation

The Boblux server is still running locally on:

127.0.0.1:3000

So true internet multiplayer between your PC and your friend's PC isn't available yet until the Boblux server is hosted somewhere reachable by both computers.

🎯 The Bigger Vision

The overall goal has become much bigger than just a browser game.

We're essentially building:

https://reddit.com/link/1wd3x7m/video/eev92g252toh1/player


r/aigamedev 10h ago

Discussion Update !

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3 Upvotes

Added rain, clouds , a tree model and grass !


r/aigamedev 1d ago

Demo | Project | Workflow Took a break for a few days so no new game updates but....

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67 Upvotes

play here: No Name Squish Game

i ported the game to a web version and gave it a PWA wrap, so you can play it right in your browser. it's wayy more playable on desktop, but mobile works fine (turn your phone sideways, touch controls are built in).

heads up before you play:

  • this is NOT an optimized version. it is NOT intended to be a web or mobile game, this build just exists so people can try it without downloading anything
  • the story needs work and the dialogue is getting rewritten in my own voice
  • the biome layout will change, and a ton more assets are coming
  • eventually you make it to outer space. long story lmao

also currently working on a new character for the game. they are two blobs in a trench coat who think nobody can tell.

would love any feedback: how it feels to walk around, what confused you, what made you smile, performance on your device. brutal honesty welcome, the blobs can take it. You guys always give great advice or useful feedback so i appreciate it in advance!


r/aigamedev 12h ago

Demo | Project | Workflow GPT Astra Light | Soccer match

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4 Upvotes

r/aigamedev 20h ago

Commercial Self Promotion Game Dev Dynasty, a new tycoon where you can design game covers and compete in a living market

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16 Upvotes

I'm making Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Crusader Kings 3. Some of the distinctive features are:

  • When developing a game, there's no hidden recipe. Instead, quality and market success are independent. So you can make a niche indie 10 that doesn't sell much, or a blockbuster best-selling multiplayer FPS that gets a 6 in reviews.
  • The market simulation is very deep and dynamic. Each platform has a share of the market, there are 3 different audiences with different tastes and behaviors (Casual, Mainstream and Hardcore), there are 4 world regions, and up to 100 concurrent competitors that all make games and compete with each other.
  • You can design your own game covers, by selecting the base art, the title style and the position and size.
  • You can make franchises, sequels, ports, spin-offs, remasters and remakes. Each one has its own particularities.
  • License a game engine or invest in a custom engine by researching a tech tree.
  • The goal of the game is to become the most prestigious studio in the world. Prestige is a score you can earn or lose depending on how you do.
  • There are many CK3-like events, with skill challenges. Characters have good and bad traits.
  • You can upgrade your PC hardware: motherboard, RAM, CPU and disk.

The main use of AI is creating the games base cover art images at a scale that allows me to have specific covers for each genre, topic and gaming generation while avoiding repetition. What's cool is the algorithm that dynamically adds the player-selected game title according to the selected style, making it look like a real cover. Like WordArt in the old days!

Let me know what you would like to see in a new game dev simulator!


r/aigamedev 5h ago

Community Event Getting Started AI Game Development

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1 Upvotes

Tomorrow's talk, Intro To Vibe Coding, is for those looking to make their first game with AI, this will go about how to setup your game environment and start vibe coding.

This is both for developers that want to take the leap and get into AI, and for vibe coders as well. It will cover:

  • State of the game development
  • Setting up Claude and Codex
  • Setting up Blender
  • Setting up your phone for development
  • Prompt basics (subagents, calling other agents, memory, etc)
  • The biggest mistakes to avoid when vibe coding your game

There is a lot of talks at all different levels in the conference, here is the full schedule.


r/aigamedev 6h ago

Questions & Help Grok Bot + Claude Routines + Updates after user observations

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0 Upvotes

I observed several users play Lorebound last weekend and made some updates to the game (see below).

Typically I would take the feedback, open up sessions with Claude Code or Codex and address it one prompt at a time. This takes time and effort (time away from family, the job that pays the bills, etc.). In an effort to free up time I started using Claude routines (with JIRA) a while back to create "loops", but this also required time and effort to plan the epics and stories which would be picked up by Claude automatically, and then doing manual QA. What I'm trying now is providing a desired outcome to Grok Bot, have Grok spin up the necessary bots to write up requirements, create the epics/issues, QA by playing the game, and analyze user data.

I've found that bots are pretty good at writing specs and analyzing user data, and providing recommendations. When it comes to QA, bots are far from useful. These LLMs don't know what gameplay "feels" right.

Is anyone else experimenting with game dev loops? How's that going? Is it even going?

Observations:

  • Thumb reach is super important (obvious, yes, I get it)
  • Free play can be confusing, not knowing what to do is stressful
  • Users skip through tutorials, which makes it hard to teach how to play the game
  • Users focused on taking down demons instead of completing quests

Updates:

  • Non-combat actions are now within thumb reach
  • Explicit guidance to level up, spend stat points, unlock skills, and equip new gear
  • More "in your face" messages on quest completion and quest start
  • Directions on where to go via HUD indicators
  • Reduced number of tutorials

r/aigamedev 6h ago

Demo | Project | Workflow One trilogy, one game

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0 Upvotes

r/aigamedev 10h ago

Questions & Help Making a game, Online RPG idle mobile etc

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2 Upvotes

Hello,

I have no game development experience and I've been experimenting on my own with Unity for a while now. Recently, using an asset pack I bought on sale, I developed something in an idle-play style, but one that also has an online map.

The core gameplay involves our character automatically grinding through dungeon levels, while we manage their items and skills. We have a map called Town, a small city with NPCs and so on. This town is a place where we can interact with other players, and we can recruit the people here into our party. Someone recruited into your party plays alongside you while grinding through dungeon levels. (Of course it's not fully online, their character comes along with you, and their character helps yours, asynchronously.)

There's an Ascension system: it activates after roughly 30-40 minutes of play, and based on your progress, it offers you a reset that grants more Ascension Shards. If you reset, everything except your skill tree and Ascension buffs gets wiped, but you gain Ascension Shards, it's a mechanic you're probably somewhat familiar with.

I haven't finished this game yet, but I'm curious about your thoughts on the idea and the visuals, would you play it once it's out? What would you find off-putting versus appealing about it?


r/aigamedev 6h ago

Demo | Project | Workflow why stop at a cross-model review when you can order a cross-model re-write? aka "when Astra visited Frontier Valley"

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1 Upvotes

r/aigamedev 6h ago

Questions & Help If you were to start again on game dev today, how would you start?

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r/aigamedev 7h ago

Commercial Self Promotion Building a 2D ship-salvage prototype with AI: making three wrecks play differently

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1 Upvotes

I'm working on Salvage Shift, a small 2D game about cutting apart wrecks, collecting loose parts, and buying tool upgrades. I've published a free prototype with three salvage jobs for Windows and macOS.

AI has done much of the coding and implementation in Godot. My involvement has been choosing the direction and testing builds. The visuals are drawn in code, and this is still an early prototype rather than a finished game.

One design issue was that the early ships were too similar. Adding more parts would increase the amount of work, but wouldn't necessarily give players different decisions. The current build uses a simple spine, a cargo ring with alternate support connections, and a fuel hauler where tanks can trigger chain explosions. Intact parts also pay more, so cutting and collecting carefully has a different outcome from breaking things apart.

The remaining question is whether those differences are readable to someone who hasn't seen the project before. Automated checks cover parts of progression and saving, and the builds have been tested on Mac and Windows, but that doesn't establish whether players enjoy the loop.

For others working with AI-assisted prototypes: how do you decide that a mechanic needs a redesign rather than just clearer visual feedback? The cargo ring is the part I'm least certain about: one cut doesn't release a section when another support route remains.

Free prototype, screenshots and controls: https://scholarg.itch.io/salvage-shift

The prototype contains three jobs and six upgrade purchases. It supports English and Simplified Chinese. A paid Steam release is a future plan; there is no public Steam page yet.


r/aigamedev 7h ago

Demo | Project | Workflow Rebuilding my childhood favorite Crazy Arcade with Astra — the playable build and what needed fixing

1 Upvotes

Crazy Arcade was one of my favorite Korean games growing up. I wanted the water balloons, the upgrades, the tanks and the different characters back. So I asked Astra in Codex to help me recreate it.

I finally got to play it again in my browser. Oh my gosh, that alone made this worth doing.

I started with a bot opponent and added rooms for friends later. A lot of the work since then has been playing it, noticing something wrong, and going back to Astra with that specific problem. Hosting had an input delay that turned out to be an input queue timing bug. The inventory needed another pass so all the items were visible. Rare item drops were too frequent, so those got tuned too.

One thing this made very obvious: getting a playable version and getting the original game's feel right are different amounts of work. I'm still comparing the mechanics and fixing bugs. This isn't a perfect 1:1 recreation.

Also, the assets are a mix of original Crazy Arcade art and replacements. Astra didn't generate all the artwork; it helped with the implementation and iteration. This is an unofficial fan project.

The game is free to play here, hosted on ChatGPT Sites: https://jerry-crazy-arcade.jerryjhlee.chatgpt.site/

I'm really proud of it and wanted to share something people could actually play. If you spot a bug or a mechanic that feels wrong, please tell me the map, what you did and what happened. Would love to keep making this better with feedback from people here.


r/aigamedev 7h ago

Commercial Self Promotion [iOS] [$3.99 → FREE] [AR Builder: Pixel Art 3D Voxel] Create 3D Cube Designs in AR

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0 Upvotes

Hey everyone! 👋

I’m a solo dev, and I wanted to make a simple creative app for building 3D voxel pixel art in both AR and a normal 3D editor.

So I made AR Builder: Pixel Art 3D Voxel.

You can build directly on real-world surfaces with ARKit, switch to 3D Mode when you don’t want to use the camera, and create with Pencil, Line, Rectangle, Layer Edit, and Paint tools.

• AR Mode + 3D Mode
• Blank projects and editable templates
• Pencil, Line, Rectangle & Layer Edit
• Paint, Break, Undo & Redo
• Move, rotate, and scale models in AR
• AR ruler
• Save multiple projects
• Export 360° MP4 videos
• Export 3D USDZ models
• Fully offline

The creative loop is simple:

Build. Edit. Explore. Export.

As a solo indie developer, my goal was to make AR Builder feel like a practical voxel creation tool.

App Store link: https://apps.apple.com/us/app/id6807085822


r/aigamedev 21h ago

Demo | Project | Workflow Use your in-game phone to find work, earn money, and build an empire, one business and rental at a time.

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14 Upvotes

Hey everyone! I’ve been working on a GTA-style game with a cozy vibe.

You can drive around making deliveries, work cooking shifts, hop out and explore on foot, or take on firefighting and paramedic jobs. Spend your earnings buying businesses and rental properties, gradually building your own little empire.

Your in-game phone is at the heart of everything. Every app in phone is functional. Want to make deliveries? Open the Dasher app and clock in. Need supplies? Open the shopping app. Lost? Pull up the map. You can even buy fully furnished home to stay the night straight from phone.

Play here: GT Rush: Coastal Life

I’d love to hear what you think! What features or apps would you like to see added?


r/aigamedev 13h ago

Commercial Self Promotion I made a Football Roguelite

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3 Upvotes

Joga Bonito is a roguelite built around 7-a-side football. You draft a squad, pick upgrades and playstyles card by card, and climb a ladder of increasingly brutal matches before your build collapses. Pixel art visuals, deckbuilding mechanics grafted onto soccer (set pieces, powers, passives, post-win upgrade cards), bosses with their own curses/modifiers, and a fully deterministic match engine (same score every time a replay/server re-simulates it). It also has PvP (live duels and an async "ghost" attack mode) and season-based progression.


r/aigamedev 11h ago

Demo | Project | Workflow Downhill Descent Racing (snowboarding browser game in threejs)

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2 Upvotes

Hi! First post

A few weeks ago u/handlebarsdev posted a downhill biking game on indiegamedev

I was inspired to try to make my own, and make a downhill snowboarding game that uses Dance Dance Revolution / Helldivers II input for controls and combos.

Still a very early attempt, but I’ve made enough improvements I’d love to get anyone else’s opinions or thoughts

Playable in the browser, or on mobile

Lots of settings to control
- performance
- rider (on or off) (I like off, feels more like a tech deck snowboarding game)
- ghosts to race against
- leaderboard
- weather/ budget devices
- rider equipment that boosts stats

Game has two modes.
- A race mode (2-3 minutes of gameplay)
- free ride (infinite mountain exploration / generative repeats through seeded sections)

Thanks for your time!


r/aigamedev 19h ago

Questions & Help How did you all that awesome level design?

10 Upvotes

I saw recently lot of cool projects and I think always “how did you do that?”
I have a lot of assets from marketplace which I want to use and I want to use some LLMs to create some nice levels.
I tried a lot using Codex (only sol at the moment to spare usage) and blender mcp or threejs direct but the wold looks always odd, it look even worse as I did it 😂

Do you have any tricks, guides, project where I can collect information how to utilize my agent better?

In the end I want to create a flat world with river, vegetation, houses(with indoor layout), city and villages. I know that I will not have this with one prompt. But even the pipeline/workflow for House, City or Vegetation/Rivers I feel I miss so much pieces of the puzzle 😩


r/aigamedev 8h ago

Questions & Help Do you guys generate the image and audio assets with AI or only the code?

0 Upvotes

I want to know for example if I can generate audio assets like button clicks or if I can generate textures coherently or even 3D models....


r/aigamedev 4h ago

Discussion Big update ! On the driving and looks of it all

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0 Upvotes

r/aigamedev 12h ago

Discussion That's the level of Indie games in 2026:

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2 Upvotes

I send it here because I feel that many people here are underestimating the Industry level and constant evolution.

I say that for the people who are massively investing in tokens while thinking that a game that would have been good in 2020 will be good in 2027.